Kheldian Issue July 2007 post issue 10 - draft


Darth_Khasei

 

Posted

Theres another bug pertaining to the spawn in wrong factions thing...The other day my warshade was in Bloody Bay, and as I flew over the base I saw a Void seeker in the middle of a longbow, which promptly got his [censored] handed to him by the turrets, and the nearby warden. Shouldn't some groups just be not flagged to have Void/Quantums?

Another gripe, is Clockwork. Yes they're a low level enemy, but I really can't see them hiring a Void. Maybe a special Clockwork with a welded on Quantum array gun?

Actually, on the topic of the mezz protection I sort of had an idea. Give Mag 1 mez protection for every blaster/scrapper on the team for Peacebringers, and Tanker/Defenders for warshades. You could stack this on top of the damage resistance bonuses and the controller bonuses. The Controller's bonus could be Mag 2 or something. Given a typical team make up, you could have a respectable Mag 4 or 5 protection.


 

Posted

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Theres another bug pertaining to the spawn in wrong factions thing...The other day my warshade was in Bloody Bay, and as I flew over the base I saw a Void seeker in the middle of a longbow, which promptly got his [censored] handed to him by the turrets, and the nearby warden. Shouldn't some groups just be not flagged to have Void/Quantums?

Another gripe, is Clockwork. Yes they're a low level enemy, but I really can't see them hiring a Void. Maybe a special Clockwork with a welded on Quantum array gun?

Actually, on the topic of the mezz protection I sort of had an idea. Give Mag 1 mez protection for every blaster/scrapper on the team for Peacebringers, and Tanker/Defenders for warshades. You could stack this on top of the damage resistance bonuses and the controller bonuses. The Controller's bonus could be Mag 2 or something. Given a typical team make up, you could have a respectable Mag 4 or 5 protection.

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I just can't see them 'diluting' the controller benefit by spreading it around, unless their own bonus is changed to something like +1 Mag and +10% Regen/End buff (which I'd love, actually.)

But just giving the other ATs the controller bonus? not going to happen, IMO.


Still here, even after all this time!


 

Posted

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Well, actually in that section of the initial post it only suggests giving Dwarf a resistance to Voids/Quantams as far as I can tell. My main suggestion was for scaling resistance based on the number of members of the team. Did I miss that?

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You're right on this one, but scaled resistance will only really be usable on groups large enough. It wouldn't be of any use for small and medium sized group, while Q/V are a problem whatever the group size for dwarf tanking purpose.


 

Posted

I thought of that and ideally I think it would be better if there were diminishing returns for each teammate with one or two teammates giving the largest buffs and each teammate after that giving a more insignifcant buff. The main reasoning for this is it would allow the Dwarf to tank and would give them higher resistance when they really need it (when there are larger groups of enemies they must tank against) and it might be more appealing to the developers as it does not affect solo play but makes it easier for the Dwarf form to tank reliably.

Though simply giving them resistance in teams period works as well, and probably better.


 

Posted

MAKE WARSHADES USEFUL IN PVP!!!!!!!!


 

Posted

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MAKE WARSHADES USEFUL IN PVP!!!!!!!!

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I think this could use a little more in depth detail here. I'm pretty sure you are talking about corpses disappearing and low corpse number.


Still here, even after all this time!


 

Posted

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MAKE WARSHADES USEFUL IN PVP!!!!!!!!

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They are useful.....Everyone needs target practice.


 

Posted

The fact that a majority of the WS powers rely on corpses make them utterly useless in PvP. Try dueling someone. The only corpse is your own. Dark Sustanence doesnt do anything for you in PvP either. Either you are always too far away from your team or you are solo. Arena 1v1s are even worse. Controls are okay and the slow component of the attacks are nice, but the damage really sucks. The mires are useless as well in pvp unless you are in a zone and find a mob to suck up. Essence Drain heals for about 140 which doesnt do much.


 

Posted

Under corpse related powers: Useless for PvP
This is for warshades of course.


Other than that very nice set of issues that I completely agree with.


 

Posted

There were other revisions done in separated threads, with more issues within. They are deleted now, due to the forum purges.
I still have all the texts saved on my disk and also available here, so no much problem, but I'm stuck with the way to deal with this thread.

Actually I don't see another way than to start a new thread, and ask for a switch to the sticky flag between this thread and the new one to save it from the forum purge. If I even got an answer, as it seems I'm having a problem to not being read by lighthouse or ex libris.

This problem also prevented me to get any answer to seek other possibilities. for example, like checking if it's possible to change the time delay on a particular post that prevent to edit it after xx minutes following his creation. As I saw it done on some other posts.

About the question : why a new thread, well, just keep in mind the length prevent to put other revisions after without providing a link to them in the first post. So each new revision must be directly linked in the first post, or being the first post itself.

If anyone got an idea, I'm all ears.


 

Posted

Kudos


@Possible

A couple of this, a couple of that.

Join Liberty

 

Posted

As an alternate thought to the fixes suggested re: I-link and team make-up, what would you think of this - a flat out bonus regardless of the number of each AT? For example:

+25% damage boost (PB) or +15% res (WS) if there is a Tanker on your team, regardless of how many tankers are on your team. Ditto with Defenders, Masterminds and Corrutptors (Flip-flop those numbers for Scrappers, Brutes, Blaster or Stalker team mates) and Mag 3 status protection if you have a Controller or Dominator on your team, regardless of how many there actually are.

So, for example, a PB on a team with a Tank, a Defender and two Controllers would gain a 50% damage buff, no benefits to damage resistance and Mag 3 status protection.

The reality is that most teams are much smaller than the 8 men required to maximize the benefit fo the I-link - I think this would be a reasonable compromise without over-powering the character at all. He sacrifices some top-end performance under ideal conditions, but is better able to make use of what he is more likely to have... and the mez protection gets (a little) better.


 

Posted

Could be interesting. In the second and third issues, I put something similar, but working with diminushing returns. At start, you get higher bonuses from a smaller group, and as more people join the team, you get less powerfull bonuses. But you still get some.
This would allow a better reliablility of I-link without the need to really considerate the size of the team and what AT is in.

But the main problem is we don't know for sure what the devs want. We can ask for everything, but currently we are completly out of the loop when it come to kheldians.
It doesn't prevent us to keep the ideas coming, btw


 

Posted

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I - Cosmic Balance/Dark Sustenance inherent signature power
(Aka Interspacial Link, or I-Link, the name in the initial beta of the kheldians inherent)


Range : the power has a limited range, 300f according to city of data, constated much less than this,but not thoroughly verified, like a little more than the leadership toggles (60f range). Anyway, the range proved to be not large enough as when the group split between 2 spawns, many bonuses will disappear because of this. Also, I-Link is completly unusable in pvp, because of the range limitation.

wishlist : remove the range limitation (or increase it to max zone range)


Delay before activation : DS/CB are on a refresh timer (city of data put it at 10 seconds, same for the fitness powerpool powers). Meaning that if you're in a form, and because I-Link is deactivated while morphed, switching back to human won't reactivate immediatly the I-Link bonuses. You may have to wait from 1 up to 10 seconds before they kick in. This behavior is due to the way the game handle passive powers and was confirmed before by _castle_.
As the main mez protection source in human form, this power must be activated at worst 1 second after morphing back to human form.

wishlist : 2 possibilities :
* force an immediate refresh of CB/DS when switching back to human form, even by creating a new instance of this power, non cumulable with itself, with a 10 secs lifetime.
* Allow the power to carry over the form, but giving no bonuses if not in human form. Because while the power is refreshed each 10 sec (renewed would be more accurate in this case), the bonuses are calculated immediatly. Easier to spot when under a low mag mez effect and having a controller jousting with the range limit of I-Link. The dampening mez effect will stop and restart immediatly, as many times as needed without any regards to the 10 second refresh duration.
In the second case, the question about allowing to retain partial bonuses in non human form could be raised.


Viability : A little explanation first : Kheldian I-link was here to balance the archetype versus a team composition that only existed on paper, and rarely occured in game. It's only a deduction, but given the old inherent debuffs we had, the group where a kheldian should stand is along the line of : 1 tanker, 1 defender, 2 controllers, 2 blasters/scrappers, 1 free spot, and the kheldian. Pure speculation, here, but by getting a look to the inherent debuffs kheldians had back at their release, you'll start to easily see the pattern.

As a reminder :
- Tanker, Mastermind, Corruptor or Defender teammate : +dmg (20%) for peacebringer, +res (10%) for warshade
- Scrapper, Brute, Stalker or Blaster teammate : +res (10%) for peacebringer, +dmg (20%) for warshade
- Controller or Dominator teammate : +mez protection (mag -1)

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I feel that the inherent is one of the largest problems with the AT's, I feel like I have to be holding hands with my teammates to get the bonus. Its outrageous, the radius needs to be expanded to at least 300 feet if not further. I think this should be the first priority to fixing kheldians, we were the first (if I recall right) to have an inherent, yet dominators have been fixed, and blasters are being looked at, however what happened to us This just has to be fixed.
Please


 

Posted

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One thing with the inherent is no bonus grouping with other khelds.

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At this point I take any bonus from another alien. We asked for extending the aura to zone team aura cause you have to be close to take effect anyways. Ignored.


 

Posted

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One thing with the inherent is no bonus grouping with other khelds.

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At this point I take any bonus from another alien. We asked for extending the aura to zone team aura cause you have to be close to take effect anyways. Ignored.

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Yes, with that attitude i rather imagine you are.
(Though honestly i find your post difficult to parse, so i'm not quite sure what you're trying to assert so arrogantly anyway.)


Dr. Todt's theme.
i make stuff...

 

Posted

Do the dev's ever read the kheld boards, do they even care?
Has anyone attempted to contact a dev about getting our range extended?


 

Posted

Range extended in what power? Of the various issues with Kheldians, I'm really not sure where the 'range' issue weighs in since I've never really had an issue with the range of my powers playing my Khelds. What specifically do you think needs changing? Or are you talking about the range for Cosmic Balance/Dark Sustenance, the "tether"? That I do think could stand to be increased substantially or even made instance-wide.

To answer your question - yes, Devs do occasionally read these forums, though directly calling out a Dev (i.e. making a thread titled "Devs read this!", etc) is against forum rules and will get your thread deleted). If you really want direct, timely communication with a Dev on any given topic, however, the best avenue is to PM the Dev with your question or concern.


With great power comes great RTFM -- Lady Sadako
Iscariot's Guide to the Tri-Form Warshade, version 2.1
I'm sorry that math > your paranoid delusions, but them's the breaks -- Nethergoat
P.E.R.C. Rep for Liberty server

 

Posted

<qr> I think he menas the range of Balance/Sustenance. They're pretty big already. Normal team play keeps you in range. I think the idea that it is somehow short is basically a bogus meme that's been oft-repeated. The slow activate period on them would be a more important change, imo.


 

Posted

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Range extended in what power? Of the various issues with Kheldians, I'm really not sure where the 'range' issue weighs in since I've never really had an issue with the range of my powers playing my Khelds. What specifically do you think needs changing? Or are you talking about the range for Cosmic Balance/Dark Sustenance, the "tether"? That I do think could stand to be increased substantially or even made instance-wide.

To answer your question - yes, Devs do occasionally read these forums, though directly calling out a Dev (i.e. making a thread titled "Devs read this!", etc) is against forum rules and will get your thread deleted). If you really want direct, timely communication with a Dev on any given topic, however, the best avenue is to PM the Dev with your question or concern.

[/ QUOTE ] Range of the inherent extended, I swear I typed that in. :/

oh well.


 

Posted

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<qr> I think he menas the range of Balance/Sustenance. They're pretty big already. Normal team play keeps you in range. I think the idea that it is somehow short is basically a bogus meme that's been oft-repeated. The slow activate period on them would be a more important change, imo.

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Where are the numbers on this? I know for a fact I HAVE to be standing right on top of a controller or dominator to get the mez buff. If they move away from me even 70 feet, it dropps and I'm held.


 

Posted

The Kheld Inherent has a range of 300 ft. But it also requires line of sight. If your team mates are around a corner or a Tree or Boulder get's between you and them. Their buff vanishes.


 

Posted

Bumping this thread and asking to have it stickied until we can come up with a more recent "issues list." I'm working on one currently and should have it up within a few days.


@macskull, @Not Mac | XBL: macskull | Steam: macskull | Skype: macskull
"One day we all may see each other elsewhere. In Tyria, in Azeroth. We may pass each other and never know it. And that's sad. But if nothing else, we'll still have Rhode Island."

 

Posted

This bug isn't in the list:

Warshade Unchain Essence tries to autotarget a live enemy instead of a dead one. It should autotarget nearest dead enemy the same way Dark Extraction works.


 

Posted

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Bumping this thread and asking to have it stickied until we can come up with a more recent "issues list." I'm working on one currently and should have it up within a few days.

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There's a most recent one on my desk. I'll post it tomorrow I think.
The previous stickied one was deleted with the last purge and only this old one remained.

Thanks for the report, korgat_